
Its initial setup is a resource-intensive process, therefore running other CPU-intensive programs simultaneously (games, video-editing, etc) can result in crashes and should be avoided. Like ModMaker, Texplorer is a cross-platform tool that mods all three games in the trilogy. This hash is used to locate the texture's "address" in the future, and is the same hash used by Texmod Package Files (TPFs) when modifying textures.ĭO NOT scan on texture-modded files! If you've already applied TPFs, you MUST vanilla the game prior to scanning. Most importantly, as each texture is inventoried it's assigned alpha-numeric code called a "hash" (e.g., 0x42EE7CBF). Data such as where each texture is stored, which files reference it, the size, compression algorithm, appearance, and more are collected. The tool builds its inventory by looking through the files and gathering information about all textures encountered. Each game is treated separately and has its own "tree". We refer to this as "Texplorer scanning" or "treebuilding" because the inventory is stored in a file called me#tree.bin, and the results displayed in a tree-like structure. For ease of discussion, this article will use the terms "PCC" and "TFC", when needed.īefore Texplorer can be used, it must develop an inventory of what's present before the textures can be viewed and edited. The latter, especially, is imperative to obtain a basic understanding of how texture replacement in the trilogy works.Īs discussed in Textures in Mass Effect, the three games vary in exactly how textures are stored. Before continuing with this article, ALL users should read An Intro to Mass Effect Mods and Textures in Mass Effect. Doing so now will minimize confusion and time spent troubleshooting later.



5.1 SCANNING - I accidentally deleted my me#tree.bin.
